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So I do a bit o' digging, and it looks like maybe I need to kick in the OUYA Everywhere extensions? Thought I did that. So I do it. And when I try to build the APK....

Code:

Validation failed, exiting
FAILED
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':com.ccsh.chomperman:processArmeabi-v7aReleaseManifest'.
> Manifest merger failed with multiple errors, see logs
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
BUILD FAILED

This error appears when use Ouya anywhere extension on GM Studio newer releases ( > 1.4.1675).
You have two choices:

- The first and the esay way, is to compile your project with older releases of GM:S below 1.4.1675 (also this way is that Tim Graupman suggest to use).

- Second is if you want/need to use newer releases, follow these easy steps: Open the properties window of OuyaSDK.ext extension inside GM:S, select the Android tab and remove all the code that appears on the "Inject to AndroidManifest.xml" and "Inject to Gradle dependencies" boxes. Click OK and try to compile your project now. This works fine for me, but Tim told me that this method may not work with the IAP functions, but I made a test app and worked fine, IAP functions included.

This error appears when use Ouya anywhere extension on GM Studio newer releases ( > 1.4.1675).
You have two choices:

- The first and the esay way, is to compile your project with older releases of GM:S below 1.4.1675 (also this way is that Tim Graupman suggest to use).

- Second is if you want/need to use newer releases, follow these easy steps: Open the properties window of OuyaSDK.ext extension inside GM:S, select the Android tab and remove all the code that appears on the "Inject to AndroidManifest.xml" and "Inject to Gradle dependencies" boxes. Click OK and try to compile your project now. This works fine for me, but Tim told me that this method may not work with the IAP functions, but I made a test app and worked fine, IAP functions included.

Hope these help you.

Regards,
Fran

Thanks. I tried the second option and now I'm getting

Code:

FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':com.ccsh.chomperman:lint'.
> Lint found errors in the project; aborting build.
Fix the issues identified by lint, or add the following to your build script to proceed with errors:
...
android {
lintOptions {
abortOnError false
}
}
...
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
BUILD FAILED

I have no idea what any of that means...but it looks like it would all clear up if you changed your MinSDK to 12

OUYA console to become doorstop when store server shuts down. But since it seems to be safe so far, we just need a place to collect new (and updated?) OUYA titles.
Have you made your game sideload-able for OUYA hardware? Put it on http://itch.io, then let me know and i'll add it to a collection we can all link to.

Well, now that I have a ForgeTV, I´m making some testings with GM:S.
Builds compiled with releases over GM:S 1.4.1675 and using the OUYA Anywhere extension, works fine on OUYA but don´t work on ForgeTV (even with the mods that I described in this post).
So to make games for the ForgeTV, is mandatory to use releases below 1.4.1675 (those that don´t use gradle compiling).

Well, now that I have a ForgeTV, I´m making some testings with GM:S.
Builds compiled with releases over GM:S 1.4.1675 and using the OUYA Anywhere extension, works fine on OUYA but don´t work on ForgeTV (even with the mods that I described in this post).
So to make games for the ForgeTV, is mandatory to use releases below 1.4.1675 (those that don´t use gradle compiling).

I hope that Tim could make an update of the extension soon.

Hey sorry I hadn't been in the topic in a while. hadn't gotten around to trying any of the stuff described above... been a bit busy the last month.
It's pretty dumb that I'd have to get an older version of GMS to be able to do what I want with it. I wouldn't even know how to do that... especially without messing up my current version.